Fears to Fathom Scratch Creek Walkthrough: All 7 Chapters, Puzzles, Choices & Endings
Fears to Fathom: Scratch Creek has 7 chapters and takes approximately 2-3 hours to complete. There are two endings. Below is the full chapter-by-chapter walkthrough. The game is co-op only — both players must participate in key decisions.
Quick answers
Can you play Fears to Fathom: Scratch Creek alone?
No — Scratch Creek is online co-op only. It has no solo mode and no AI partner. You need a second real player. If you want to play alone, choose a different Fears to Fathom episode. Full co-op & solo FAQ →
How many chapters does Scratch Creek have?
7 chapters, 2 endings, roughly 2–3 hours for a first playthrough.
How do you get both endings in Scratch Creek?
Save before the Chapter 6 vote. Both players must agree on a choice — if they disagree, the game defaults to Ending A (Escape). Load that save to vote differently and unlock Ending B (The Deal).

Chapter 1: The Crash
- 1The game opens with Tessa and Marcus driving through Oregon. A deer runs into the road — swerve or brake? Either choice triggers the same crash cutscene.
- 2After the crash, you wake up in the car. Your partner is next to you. Exit the vehicle and look around.
- 3Check the trunk of the car for a flashlight and a map. The map marks Scratch Creek as the nearest town.
- 4Follow the road toward Scratch Creek. Stick together — if you wander too far from your partner, the screen darkens and warning sounds play.
Chapter 2: Arrival at Scratch Creek
- 1Enter Scratch Creek. The town is abandoned and run-down. Most buildings are locked.
- 2A payphone rings when you approach it. Answer it — a cryptic voice tells you to "leave before dark."
- 3Search the gas station (unlocked). Inside you find: a lighter, a note from "Jeremiah," and a locked cash register that cannot be opened.
- 4The note hints that someone named "Elias" lives at the farmhouse on the hill. This is your next objective.
Chapter 3: The Farmhouse
- 1Follow the path up the hill to the farmhouse. The front door is unlocked.
- 2Inside, search the kitchen. You find: a photograph of Elias and a woman, a key to the basement, and a radio playing static.
- 3The basement key opens the door under the stairs. Go down together — one player should hold the flashlight while the other reads documents.
- 4In the basement you find newspaper clippings about missing people in Scratch Creek. The dates span 20 years.
- 5A loud bang comes from upstairs. Go back up to investigate. The front door is now open and the radio is playing a message: "You should not have come here."
Chapter 4: Julia’s House
- 1The objective updates: find Julia’s house. It is marked on the map from the car trunk.
- 2Julia’s house is on the east side of town. The door is locked. Look for a spare key under the flowerpot on the porch.
- 3Inside, Julia’s house is warm and lived-in — someone is clearly staying here. Search the living room for a diary.
- 4Julia’s diary reveals that she was a researcher studying the town’s disappearances. Her last entry mentions "the thing in the church basement."
- 5The phone rings. Answer it — it is Julia. She warns you to leave Scratch Creek immediately. She says she is hiding in the church.
Chapter 5: The Church
- 1The church is at the north end of town. The main doors are barred from inside. Find the side entrance through the cemetery.
- 2The cemetery is dark. Use your flashlight. One player may trigger a jump scare when examining a specific grave — this is scripted.
- 3Enter the church through the side door. The interior is filled with occult symbols and strange markings on the walls.
- 4In the basement, you find Julia’s body. She has been dead for several days. A note in her hand reads: "The ritual must be stopped. Burn the totems."
- 5There are three totems in the basement. Both players must interact with them simultaneously to destroy them. Coordinate with your partner via voice chat.
- 6After all three totems are destroyed, the ground shakes. A door that was previously locked creaks open. Go through it.
Chapter 6: The Choice
- 1You enter a large underground chamber with a central altar. This is where the disappearances originated.
- 2On the altar is a journal belonging to Elias. It explains that the town’s founder made a deal with a dark entity — sacrifice strangers to keep the town alive.
- 3Two options appear, both players must vote:
- 4Option A — Destroy the altar: Smash the altar to break the cycle. This will collapse the chamber. You and your partner must run for the exit.
- 5Option B — Perform the ritual: Complete the ritual to gain the entity’s power. The entity offers to let you leave if you bring it a new sacrifice.
Chapter 7: Endings
- 1Ending A — Escape: You destroy the altar and run. A chase sequence follows — both players must navigate a collapsing tunnel. If both reach the exit, you escape Scratch Creek. The final shot shows the town from a distance as the sun rises. Julia’s voice narrates: "Some places should stay buried."
- 2Ending B — The Deal: You accept the entity’s offer. The screen fades to black. You wake up outside town with no memory of what happened. A news report plays on the radio: "Two more people have gone missing in Scratch Creek." The cycle continues.
- 3After completing either ending, you unlock the credits. There is no post-credits scene.
Co-op Tips for the Walkthrough
- \u2022 Stick together — the game penalizes players who wander apart with screen darkening and audio cues.
- \u2022 Both players need to interact with the totems simultaneously in Chapter 5. Coordinate this over voice chat.
- \u2022 The ending choice in Chapter 6 requires both players to vote. If you disagree, the game defaults to Ending A.
- \u2022 One player should hold the flashlight while the other reads documents — this is not required but makes the experience smoother.
Co-op Role Split
Scratch Creek is easier when both players have a job. Use this split if you are playing with a friend and want fewer missed clues, cleaner navigation, and less confusion during simultaneous interactions.
| Role | Job | Best chapters |
|---|---|---|
| Navigation lead | Carries the map, calls the next objective, and keeps both players on the same route. | Arrival, farmhouse route, town traversal, church route |
| Interaction lead | Reads notes, checks doors, handles inventory prompts, and confirms puzzle clues before moving on. | Gas station, farmhouse, Julia house, church basement |
| Light holder | Keeps the flashlight on the active objective while the other player reads or interacts. | Basement searches, cemetery, church |
| Decision caller | Pauses before major choices and confirms both players agree before voting. | Chapter 6 ending choice |
If Something Goes Wrong
Most failed runs come from separation, missed timing, or continuing after a disconnect. Use this recovery table before restarting the whole episode.
| Problem | Recovery | Avoid this |
|---|---|---|
| Players split up | Stop moving forward and regroup at the last clear landmark. | Do not keep triggering objectives while one player is lost. |
| A partner disconnects | Return to the host save or safe checkpoint before continuing. | Avoid making ending or puzzle choices while the second player is gone. |
| Missed a note or clue | Backtrack before starting the next chapter objective if the area is still accessible. | Notes mainly help route understanding; do not restart unless an objective is blocked. |
| Totem timing fails | Reset both players at the totems, count down, and interact together. | One player should call the timing over voice chat. |
| Wrong ending vote | Replay from the latest pre-choice save or chapter checkpoint if available. | Keep one clean save before the Chapter 6 decision if you want both endings. |
More Scratch Creek Guides
Source note: This guide uses official store information, route references, and player-facing chapter checks. Last updated June 11, 2026.